def update(self): for i in range(len(self.inputState)): self.tempInputState[i] = self.inputState[i] if not self.block: # In multi, the test keys will be those of player 1 # regardless of the real number of player controller if self.multi: key = 0 else: key = self.player # Different num for each state of key # 0 is key releasing # 1 is key pressed (1 frame) # 2 is key pressing (1 frame after) # 3 is key release (1 frame) for i in range(0, len(self.states)): if im.input(self.VARIABLES[i][key]): # No error if im.inputPressed(self.VARIABLES[i][key]): self.inputState[i] = 2 else: self.inputState[i] = 3 else: if im.inputReleased(self.VARIABLES[i][key]): self.inputState[i] = 1 else: self.inputState[i] = 0 # Call the function with the state of the key for i in range(0, len(self.states)): if self.states[i][0]: self.states[i][1](self.inputState[i])
def update(): if GameManager.wantChangeScreen: GameManager.createCurrentScreen() GameManager.currentScreen.update() # Dispose managers after updating the game InputManager.dispose() ShaderManager.dispose()
def init(): Logger.info("GameManager", "Created") # Init systems TextureManager.init() TextManager.init() InputManager.init(Config.inputs) GameManager.cam = camera.Camera( 70.0, [0, 0, -2 ]) # FOV 70, Precise position of cam to render 18 * 12 tiles ShaderManager.init() GameManager.setCurrentScreen("menuscreen", [True]) GameManager.createCurrentScreen()
def update(self): # Keys test if im.inputPressed(im.ESCAPE): from game.main.window import Window Window.exit() # Update button texture on hover self.returnMenu.update()
def update(self): # Keys test if im.inputPressed(im.ESCAPE): self.inPause = not self.inPause if self.networkInfo[0]: self.updateMulti() else: self.updateLocal()
def update(self): # Exit test if im.inputPressed(im.ESCAPE): from game.main.window import Window Window.exit() # Update buttons self.playLocal.update() if self.showCredits: self.hideCreditsBtn.update() else: self.showCreditsBtn.update() self.quit.update()